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Wednesday, February 9, 2022
Worldbuilding 5b: Generation
Worldbuilding 5a: Location, Location, Location
Friday, February 4, 2022
Worldbuilding 4e: Immer
This is a good time to talk about resources and distribution. If we're designing a fantasy world, and we care about such things, its good to know from where comes the gold, the iron, the building stone and the gems in our world ... if only because these things give different parts of the world a different character. Anyone whose read sufficient history or played logistic world-based combat games knows that it matters which countries have iron and which are filled with horses. It's fairly obvious which countries will produce the most fish, and probably the most wheat and rice ... but what about wine, incense, furs, silk and so on? If we want prices for these things that will be familiar to earth-dwelling players, we'll want to manage the distribution for these things carefully.
I solved this problem by running the real world, then using real world production references to decide where things come from. A fantasy world makes this much harder, particularly if the creator has next-to-no knowledge of geology, agriculture, biology, engineering or chemistry. For example, in a medieval fantasy world, where does acid come from? Is it hard to make? What are the base materials? Are those expensive? How much acid can be "brewed" at one time and in what sort of containers? Yes, glass probably, but how common is glassblowing in your game world?
The tendency of most equipment lists from various games and editions is to assume these things are, well, everywhere and convenient, so that shopping for items in the D&D world is like going to the local Walmart. Nothing is ever scarce and while some things are more expensive, they're not prohibitively expensive for a well-funded player party. But does this really make sense? Was it as easy, in the 12th or 15th centuries, to buy, say, a 10 ft. pole in Egypt as it was in England? How about in India? Or Siberia? And what would the pole be made of? How easy is it to make a pole from a pine tree, as compared to an oak. I live on a prairie; not a lot of oaks around here, but there are lots of poplar trees ... which, without treating, a sticky when split. Do we want a 10 ft. pole made of poplar?
These things seem quibbling, but they make the difference between the players always having their way and the players being faced with inconvenience — which knocks them out of their comfort zones and forces them to find new ways of doing things. Having to do without; having to "make do" with things they have ... these things build character and resolve. They also reveal weak players in a group — those who can't keep from whining and moaning they can't have everything the way they want.
With this mini-series, I've stressed the importance of how addressing the setting's problems builds a campaign's trajectory. Cleaning out a dungeon is one means; restoring a wrecked town, or building a settlement in the wilderness, or constructing a fort along a frontier are other ways the players can easily settle into an area and become good neighbours ... with the commensurate relationships that builds with the locals. Providing reliable, practical goods and services is yet another example of this. If an area has no mill for the farmers, then building a mill and running it makes friends. It gets positive attention from the local lord. It's a foundation to build upon, enabling the player's to receive commendations, status and ultimately the recognition that allows them to be promoted into the noble class. We don't just start a mustard farm for the money. We also do it because breaking the spine of the local corrupt mustard guild gives us the appearance of being good citizens — even if we're as corrupt as the guild we're replacing.
None of this solves the problem of where to put the resources. It's a difficult problem with difficult solutions. Occasionally, however, someone on the internet does some of the ground work. Looking around, I came across this page, which my readers should find useful ... though it does require the DM to understand the location of things like volcanic plate boundaries, old vs. new mountain chains, the location of dried-up ancient seas, ocean currents and geological formations in general. More of those "systems" I've stressed since the beginning of this series. Without some base logic, the creator might as well roll randomly for things to occur ... which always creates a grey, continuous sludge of egalitarian distribution where anything is concerned. Interest is built from discontinuity ... and using hundreds or thousands of die rolls only creates sameness, everywhere.
Okay, that said, let's look at Immer, within the whole of Minaria.
Immer's problems are different from those we've seen before. The environment is quite different from that of Elfland, making it unattractive to the elves, while in turn Elfland is somewhat unattractive to Immer. As I said before, Immer has no deep need to plunder wood from the forest, as it has no intense shipbuilding industry.Immer's climate is continental and bleak ... more like the bald, northern steppe of Russia, or Canada's Alberta. Earth for insulation and stone to contain heat and cut the wind are superior to wooden construction. Fuels are peat, knotted wood and animal oils ... and large animals like caribou and moose will be common. The land isn't forested, but would be up-and-down, with willows and buffalo brush in the low places.
Raw materials would likely drive the economy. Lone Wirzor is 40 miles from the River Rapid, so that goods from there would be shipped in summer months down to Elfland; in winter, the river would freeze. Castle Altarr has good access to The Invisible School of Thaumaturgy, with one corner of the Well of Lered poking into the Forest of Lurking and making a good transshipment point for goods headed towards Hothior. Muscaster has good access to Lake Carth in Muetar ... and this last would probably be the strongest path for the import of foodstuffs and valuables into Immer. Thus many of Immer's problems involve keeping these trade routes viable, ensuring imported food, and maintaining its very dangerous border with Zorn, the goblin kingdom to the east.
Zorn is, of course, another post ... but it's presence is an intrinsic part of Immer's make-up. Withdrawn behind an impenetrable knot of mountains, it's practically impossible to conquer; even if the surface population could be eradicated, there are likely thousands of sub-surface communities, any of which could breed and reproduce the population of Zorn in a few generations. Immer relies intrinsically upon a strong Muetar to maintain its frontier against Zorn; and Muetar relies as much upon Immer. So long as Immer is strong, the balance between Immer and Zorn is more-or-less equal. If the dam created by The Gap Castle and the fortified Choked in Snow Pass ever breaks, Muetar can come to Immer's rescue ... and Elfland too, in very desperate times, as Elfland surely does not want Immer utterly overrun with goblins.
As long as Immer is strong, Elfland can remain secure in its isolation, while Muetar can turn its attention to its real enemy: Hothior, which it must trade through in order to reach the greater community beyond the Sea of Drowning Men. Immer, then, is everyone's friend. They rely upon Immer's raw materials and unique goods, such as the quality woodwork produced by the Gorpin Woodsmen. And because Immer is always at war with Zorn, the monarchy no doubt has a long history of military training and ideology. Every young person in Immer knows the day will come when they will perform their time in Choked in Snow Pass; and every old one can recall their days in that place. Mercenaries from Immer are stoic, ordered and made of iron. Likely, tales of Immerian soldiers are told throughout Minaria ... in part, because not too many of their kind are seen.
Players in Immer may try their hand at eradicating goblin subterranean habitations in the western Nithmere Mountains, where Immer has authority. They might foray into Zorn, preferably without starting a war. They might extend Immer's influence further along the River Rapid, or deeper in the Wild Reaches, or the Frosted Downs west of Lone Wirzor. They might bring valuables from elsewhere to Immer, where they are always appreciated. A whole set of adventures could revolve around the School of Thaumaturgy's plans to strengthen Zorn, in order to bring down the Immerian Monarchy and establish themselves as rulers in Altarr. I could make two years' of runnings on that, starting with hints and suggestions for a few weeks ... then the accumulation of proof through pinpoint adventures ... the difficult exposure of the School to the Monarch of Immer and the general public ... and then a series of events as the knowledge rocked the world, setting up the School's "Defenestration." Oh yeah, I could make that campaign memorable.
A DM has to look at a piece of ground and see how it influences the thinking of the people there. How do the people in the Lowlands, in Immer's southwest, view the School? Negatively, in fear, or positively, because the School is occasionally generous and supportive in bad times? How do these people view the monarchy in Castle Altarr, as opposed to the people living on the Frosted Downs? How to the people of Muscaster view others from Lone Wirzor or Altarr? How does Muscaster view Muetar? As an entity to be exploited, or as a culture that they emulate?
Sorry for all these questions, but these are the things we must ask ourselves as we design the game world. We need to know how each group thinks ... and devise interesting, individualistic perspectives for each place, for the players to run into and contend with. We don't just want to make everywhere a xenophobic nightmare, or a super-effusive friendly honey trap designed to lure players to their death. We want meaningful, believable characteristics, which together form a tapestry within the kingdom as well as outside it. The monarchs of Immer must then make peace between its parts, ensuring that those of Gorpin and those from Muscaster can stand shoulder to shoulder for months in Choked in Snow Pass — which can't possibly be a pleasant place — without seeing each other as the enemy. From what do we build solidarity, and what characteristics bar that solidarity? These are two facets of world-making that challenges us. We have to create the discontinuities ... and then solve those discontinuities, at least to some degree.
That's how we make the setting three-dimensional.
Tuesday, February 1, 2022
At Least Visit and Look Around
Today I got my booster shot. My second shot was back on July 15th; for this one I was good to go just before Christmas, but as I am housebound most of the time, I waited until I could make an appointment with the nearby Safeway. By my count, I left my home just six times in January: twice to the dentist, once to an electronics store and three times to shop for groceries. This doesn't count taking the garbage out to the alley.
Getting the shot consists of making an appointment with any pharmacy of one's choosing. ANY. This takes about 5 minutes. Then, arriving 5 minutes before the appointment. Then, filling out about 2 minutes of paperwork: name, phone, health care number, someone to contact in case something goes wrong, checkboxes for possible complications, sign name.
The shot itself takes two minutes as the nurse goes over the checkboxes again. It's friendly. Not businesslike at all, and not pressured for time. Others are waiting, but everyone is scheduled for five minute increments. They want to know anything that might matter for the pandemic, so they ask if the job puts us in risk of associating with others who might have covid, are we self-confining, etcetera. The shot takes 90 seconds and all is done. There's no cost. It's Canada's health care system. There's never any cost.
I had just enough time to mention that my friend in America is certain that free healthcare will go belly up before 2040. Much jocularity ensued, from the nurse, from the other two nearby pharmacy staffmembers, from the next patient. We've heard it before. Most of the joking is very sarcastic. Most Canadian humour is either sarcastic or very, very dry.
Favourite Canadian joke? How do you get forty Canadians out of a swimming pool?
You say, "Could everyone please get out of the swimming pool."
Americans don't get this joke. Canadians usually laugh. The joke is based on the simple fact that you don't have to be an authority to do the asking. You could do it, I could do it. They'll shrug, assume there's a good reason, and get out.
It's the way we are.
I feel very badly that Americans don't have a free healthcare system. Most Canadians do. I'm equally sure that most Norwegians, Danes, Finns, South Koreans, Germans and Cubans feel badly also. I don't know how Americans put up with it. All I can say is, if you want to live longer, and you have practical skills, move to Canada. Do it because you'll live longer here. You'll have more money in your pocket. In general, you'll feel better about the government you live under.
But don't tell me what I have is going to go away because, oh, someone says it will. Or because the Brits haven't got their system built better. Or some crap about wait times. Between Tamara and I, with her being an American and coming close to losing her sight two years ago, we've been to hospitals and clinics about 40 times. She's had 4 operations, all for her eyes. Longest wait we've had has been 5 hours. Most waits are between 90 and 120 minutes. We have paid zero money. Judging from the American system, a five hour wait in Canada means I'm saving something like $800 an hour.
Thank you. I'm happy to wait. The chairs are comfortable, I can watch a movie or two on my phone, the staff bends over backwards to help and no one ever denies a treatment, an x-ray or a cat-scan because it's too expensive. I had a cat-scan for my infected finger, two years ago, to look into the bone. Spent 20 minutes in the most uncomfortable position imaginable. Was free.
Got skills? Come to Canada. We've got room. There's jobs here. We like people with skills.
If you don't have skills, go get some. We'll still be here.
Worldbuilding 4d: Elfland
Monday, January 31, 2022
Grab-ass
In a total disconnect with previous topics, recently a friend in the U.S. sent me this video about a young fellow who sets up cameras to catch a local thief. Essentially, this takes place in rural America; the thief is a local farmer who fails to catch a third camera set up by the video maker ... so we get film of the thief painting over the other two cameras, the thief's car and the stolen goods in the back of the thief's car. Then the video maker tracks the thief to his home, calls the local sheriff, who goes in and confronts the thief, and what ensues.
This is supposed to be a terrific example of justice being done; but the video infuriated the hell out of me. The maker is clever and all, and he gets compensation ... but the utterly grab-ass approach to justice strikes me as one of the stupidest things about America.
Why is the video maker responsible for catching the fellow? Why does the video maker think it's his responsibility to chase down the thief? And why is the video maker even present when the confrontation goes down? Why would the sheriff even enter the thief's residence without first examining the evidence in TOTO, getting a warrant, and THEN go in and search the place. They shouldn't need to confront the accused thief. The agenda should be to get evidence and charge the thief, period. Perhaps for a dozen crimes the thief has committed, and not just towards the video maker. Oh, sure, the video maker got his compensation, but what about everyone else? How the fuck is this a law-abiding country?
In CANADA, I go to the RCMP. I tell them someone in the neighbourhood is repeatedly robbing me. THEY set up cameras. THEY look at the evidence. Then they enter the thief's residence and, if there's stolen goods there, THEY charge the thief. "The Crown" does. I'm not asked to bring charges, or even given the opportunity not to bring charges, because the LAW has been broken. When the law is broken, people get arrested. A common citizen's opinion about the law is not asked for.
Seeing Americans crow about how they achieve "justice" ... sickens me. Daily, I read a blog called electoral-vote.com. Day after day, I read a systematic accounting of people deliberately breaking laws in America, specifically through incompetence, graft, malfeisance, misappropriation of funds and just plain stupidity. This parade of shit has been going on six years now. It is only broken ONE DAY a year. July 4th. That's the day when everyone talks about What a Great Country America Is.
Friday, an old bridge in Pittsburgh collapsed, the Fern Hollow Bridge. It was identified as ready to collapse 10 years ago. No one will be held accountable, even though obviously every authority in the United States, including every municipal leader, state senate and congress person, governor and national political figure for the last TWENTY years is plainly responsible. But no "law" has been broken. So, no consequences will befall anyone. Not for this collapsed bridge or the hundreds of other infrastructure buildings in America. And the thousands who will be injured and killed in the future.
No civilised country acts this way, or defends this sort of thing. One would think that what Americans might try next July 4th is to hang their fucking heads in shame.
Bravery, Adventure, Method
Many eons ago I wrote two posts about how to tackle a dungeon, which I meant to be a series but which I never completed. I got into some back-and-forth with Mujadaddy which I didn't handle well and I lost interest.
In part, this comes from having had a DM's perspective for so long. I haven't run in any campaign consistently since the mid-1980s. Experiences with 4th edition and 5th weren't especially pleasant and I found myself facing the same old tiresome tropes that had been there three decades before. When I look at a dungeon today, I necessarily see it from the DM's perspective; my concern for the players is that they find it interesting, that there's a base level of uncertainty and tension, and that there's exactly enough treasure to whet their appetites but not so much that they progress levels too quickly.
Two sojourns into a dungeon should be sufficient to push a low-level character, less than 5th, up a level. That assumes they dig in, get into a fight, hold their ground long enough to take and give damage, then beat a healthy retreat. For me, it's about bravery, not chutzpah.
I've never taken the position that "reason" — a methodical approach to playing D&D — kills adventure. I grew up digesting tales of Robert Scott and Shackleton in the Antarctic, Mungo Park and Livingston in Africa, Marco Polo and so on ... and found tales of these real people managing extreme difficulty and danger in a practical manner to be endlessly fascinating. Jules Verne invented fantasy tales filled with mechanical and well ordered approaches to adventure themes that excited me as a child. I read and re-red Robinson Crusoe and other tales of lost persons in the wild for the ways they solved problems and extricated themselves from death.
On the other hand, I found Gulliver's Travels and Baron Munchausen to be plodding and dull — and as I grew into adulthood, I recognized that these things were written as political allegories, and NOT as "adventures." Somehow, they never captured my imagination. Being very tiny in a very large world was handled much better in Asimov's The Fantastic Voyage, for my money, because it was about concrete science and not fairy tale.
Coming at D&D in 1979, there was no game community to argue most of the points that Mujadaddy made in that back-and-forth. Ideas like "supernatural malevolence" dominating a landscape, "red shirts" as a metaphor, "tomb robbers," the players are "special," or that "games exist for the players" had no infringement on my DMing or on those who DM'd me. Hard as it might be to believe, these things came along after D&D players began to form clubs and impose their philosophy on a growing community.
Ernest Shackleton went into the bowels of the worst place on earth and got stranded there with perfectly ordinary seamen, whose only chance to survive was the equipment they bought, their ability to sail and their sheer tenacity. Generations of those same soldiers undertook battles where they would load and fire and sail amidst volleys of cannonballs fired point blank into the ships they manned. Yet I'm to believe that men like this won't enter a forest because there might be an owlbear in it. I'm to believe they won't defend their country because of unseen malignant spirits. Or that person who are essentially underground thieves are definitively "braver" because meta-game D&D concepts remove honour, duty and resolve from anybody with less than 25 hit points.
I grant that player characters are "unusual." In my game, they have more training, more equipment, more abilities ... and yes, they have more hit points. But I also believe that, just as it was with the "British Grenadiers," ordinary folk also have little to lose, a love of money and a willingness to trade the former for the latter. Otherwise, how is it that so many perfectly ordinary folk were willing to cross one or more continents for the sake of a gold strike? Was that a lack of bravery? Was that because they had so many hit points?
Anyway, this post tries to tackle too many themes. I should come back another day and manage them better.
Sessions & Adventures
Over at B/X Blackrazor you'll find JB putting together a highly competent dissection of the term "adventure" with regards to role-playing.
I have, over the years, tended to view "adventures" within the campaign in a similar manner that a military strategist views an "operation." Operations are coordinated military actions in response to a developing situation. For example, the Battle of Kursk involved a plan by the Germans to cut off a salient of the Russian Army with a pincer movement, called "Operation Citadel." The Russians made their own plans; there were many separate engagements, each of which took its part in the greater whole. The Russians won the overall battle, the Germans lost badly, and the campaign afterwards continued as the Germans withdrew and the Russians pursued.
In the same sense, the players decide upon an "operation" of entering a dungeon, clearing it out and obtaining the wealth therein, while increasing their control over the territory the dungeon occupies. The players can view this operation as merely an opportunity to plunder, or they can build upon the dungeon's eradication, in the manner of a campaign, by moving in, occupying the dungeon, or the surface above the dungeon, and fortifying the space.
The actual assault on the dungeon is the "adventure." But the adventure is just one part of the overall campaign. During the life of the players, they will embark on many adventures ... but so long as they are running the same character party, they are participating in only one campaign.
JB makes a solid argument that in the text supplied by AD&D, and supported by Tom Moldvay, that "adventure" is merely a colloquialism for "game session." This maybe; from the evidence, it looks that that was intended. But here we are, 40 years later, and I don't need another word for "game session." When I want to refer to a "session," I use that word. A "session" is a single period of time in which the game functions, whether or not every time we sit down we are experiencing fantasy "adventure."
Occasionally, as complexities and details build up, a "session" may be a long period of players asking questions, so they're able to consider what things they'd like to do in the future. That is, what sort of operations they may want to run. The next session I'll run, after about nine months since our last session, will involve bringing players up to date with changes I've made to the wiki about character classes, sage abilities and spells, since I've written a lot of new rules about those things.
I recognise that some people, hearing this, are shaking their heads. "Gawd, a whole session of accounting? Uck." That may be, but the players call for these, not me, as they want answers to questions they've been thinking about a long time. And face to face with me, and the other players, is the best time to ask such questions, when everyone can participate in the discussion.
Thus, for Gygax's day, a "session" and an "adventure" might be the same thing. But they're not for me. It's a fine point, maybe. But today is the day for fine points.
A Purposeless Essay to Pad the Hatred of My Detractors
Earlier today I got a comment from Calstaff, a new reader I believe. And I jumped down his throat, because he reiterated the same old tiresome trope from Gygax that I've heard too many times. Calstaff, of course, has no idea that I've written fifty or sixty posts blasting the argument being made.
This isn't going to be one of those.
Impatience is a natural part of me. I've struggled with it in various ways, and occasionally it's made things difficult for me with former employers and sometimes friends. My partner Tamara tolerates it, my daughter tolerates it ... and so do most of my friends. A lot of my readers here have come to expect it from me, and no longer worry about it. They write it off as passion, which it is. Some probably also write it off as the typical tempestuous fury that creative types tend to have. And some of my most reliable readers, no doubt, act exactly like me.
For a long time with this blog, I worried about burning potential new readers like Calstaff. I'm worrying about that less and less these days. Perhaps because I'm getting old. Perhaps because I've never felt this overall creative. Pretty much, from when I first get up in the morning, I'm working on the creation of something new ... usually for five or more hours a day. Because of that, I'm feeling a tremendous indifference towards rehashing old ideas, and especially hearing someone post them as if those ideas are new and profound.
Poor Calstaff. The post's argument was that immersion begins with staying alive. And from Calstaff I got the answer that what matters is "acting out your character." Approaching the game this way plainly has the player put his or her character BETWEEN his or her self and the DM. But I'm not running the character. I'm running the player. The character is incidental.
This should be obvious. Somehow, it isn't. I don't know why it isn't. And that is the source of my impatience. Like a mad professor trying to give a class, to educate those students who will go on with the material and do important things, I'm infuriated by the dolts in the class with their impertinent, idiotic questions — who are, after all, just there for the credit. And, like a mad professor, I shout at them to shut up and learn, or get the hell out.
After all, it's plain from Calstaff's bio that, having played D&D since the 70s, and still believing the DMG is one of his favourite books, that he hasn't a chance in hell of getting better than a "D" in this course. I really haven't got the time to waste on him.
Agder Redone
Once again I find myself messing around with colour schemes for my 6-mile hex maps. Most maps on this wiki have 20-mile hexes, but I also build maps that "zoom in." Recently on my wiki, I posted such a map of Agder, a county in southern Norway. I wasn't especially pleased with how it looked on the wiki, so I spent some time making adjustments to the icons and the general appearance. The result is this:
The above includes Agder and a larger area surrounding it; opening the image in its own window should provide a clear detailed picture, as I saved this in 300 dpi.
I'm still not sure. The mountain repetition looks a bit processed, but then there's nothing necessarily wrong with that. I do like the colour scheme for the larger, more important cities; they're in shades of brown. But overall, I'm posting this to make the point — outside the series I'm writing — often demands a new look at old work. It's not a straight line. This is, I think, my fourth version of a 6-mile hex map, and still I'm looking at it and wanting to change the border colour.
At least, it doesn't look heavy-handed. With maps, I find, muted variations often look better than primary colours.
Anyway, no, there's no key to the above as yet. White country is pure mountain rock with little vegetation, the bluish-purple is shield country, interspersed with stunted and very thin pine trees, while the various greens indicate semi-arable and arable lands. Darker colours are more populated and possess more activity (hammers), wealth (coins) and farming (bread).